Queer Games Studies Special Issue

 Betsy Brey: Welcome to a special edition of the First Person podcast. This week, we’re introducing a queer games and queer making special issue, edited by Jess Marcotte. This special issue was funded by a SSHRC Connection Grant and we… Continue Reading

Gaming’s Hidden Toxicity

What is Salt-Mining?

At the 2018 Electronic Entertainment Expo in Los Angeles, Todd Howard, executive producer at Bethesda Game Studios, revealed to an ecstatic audience the new instalment of the popular videogame franchise Fallout, titled Fallout 76. Nothing much was new here regarding the game’s core principles: rather, what captured the attention of news outlets and gaming fans alike was the announcement that, unlike previous titles, Fallout 76 would only be playable online. Fans’ reactions were, to put it mildly, polarized: some enthusiastically welcomed the new direction of the franchise, while others expressed their concern that making Fallout 76 online-only would open the door to toxic player behaviour. Continue Reading

Safiya Umoja Noble’s Algorithms of Oppression

A review

In Vincent Mosco’s The Digital Sublime, the author describes the cult of technology as “cyperbole,” a kind of social fervor toward new methods of communication. Electricity, telegram, television, the computer and, now, the internet all had phases in their development that emphasized the utopian potential of a new and popular technology. But, according to Mosco, the real social influence of technology isn’t apparent until it becomes banal, after the utopian promises are unfulfilled and new technology has been integrated into existing power structures. A consequence of globalized industrial capitalism is that technology becomes the locus of progress that paradoxically weaves so neatly into daily life that it becomes unnoticeable. Continue Reading

Room to Reflect

Video Games, Meritocracy, and Toxicity

Content Notification: online harassment/abuse

When I wrote my new book, The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst, I knew that I would be poking at a soft spot and would get a response. The title alone is designed to provoke and the content within it encourages readers to consider a variety of issues related to game culture, meritocracy, and structural privilege. All of these things get a reaction from people, but the primary argument I want to advance in this essay is the need for all of us to reflect on game culture, game studies, and on how the choices we make reproduce the defensiveness that is so readily seen in discussions around video games. Continue Reading

Interview with Chris Klimas

Interactive Fiction, FMV games, and Hypertext

Chris Klimas is the creator of Twine, the extremely popular and accessible interactive fiction development platform. Klimas is involved with the Interactive Fiction Technology Foundation, as well as Unmapped Path, a company that builds narrative experiences for mobile and desktop. We’re extremely grateful that Chris was able to spare some time to chat with us in January 2018. Continue Reading

Mad/Crip Games and Play

An Introduction

Content Notification: reference to self-harm

The first time I saw Poison Ivy, I fell in love with her. But I didn’t get to play Ivy. I had to play Batman. And Batman punished Ivy for being a Mad queer femme. He played the role of the legal system, and the legal system punishes people like her, like me. The logic of the game was patriarchal, sanist, ableist. The game made me hurt us.
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“The World Could Always Use More Heroes”

Why Overwatch Matters

Earlier this year, I presented my dissertation research in the Game Studies area of the Popular Culture Association / American Culture Association conference; the community among these interdisciplinary scholars was so great that I ended up sticking around for almost every panel on games for the rest of the weekend. And I was struck by a common theme: Blizzard Entertainment’s team-based first-person shooter Overwatch (2016) came up in almost every one! Continue Reading